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T O P I C R E V I E W

The Sage

Posted - 28 Apr 2003 : 13:03:11You cautiously approach the old ramshackle magic-shop at the end of the alley. Looking around you notice that the shop itself is kept in perpetual darkness thanks to the shadows cast by the large number of other taller buildings surrounding the shop. Looking down at the scrap of parchment in your right hand you again read the directions scribbled down by the partially-drunk blacksmith you consulted, for the location of the old magic shop.

"Down the main alley, it 'tis, look for the shop that sits in shadows", you read, as you repeat the directions again mentally making sure that you have found the right place and not been lead astray by an old-drunks' foolish and unreliable memories.

You crumple up the scrap of parchment and once again look up at the shop. There appears to be no candles or laterns lit to indicate that the shopkeeper is inside, but you have the strange feeling of some sort of presence that seems to be emanating from the premises. However at this early hour of the evening it seems unlikely that the owner would be inside.

Still you step up to the main shop door and, as if by magic, the door opens allowing you entry. Looking inside you see that the shop is much larger than it appears from the outside.

"What type of strange magic is this", you think as you continue on past the threshold and into the main shop itself.

You are startled as a small hunched-over goblin approaches you from the left of the store. Quickly reaching for your weapon, you then pause as you realise the goblin's aged appearance. Concluding that this poor creature would not be much of a threat, you regain your composure as the goblin begins to speak, slowly looking you over.

"Greetings to you", the goblin says in what seems to be perfectly articulated Common.

You watch as his yellow eyes slowly pass over your well-proportioned frame.

"My name is Grel, and I am the proprietor of this fine establishment. We offer much in the way of magical services, from quills and parchment to spells and magical items". You smile without realising it as the goblin mentions your main intention for being here.

"It is magical items you seek, then, well come with me, we have much to offer...", he says as he limps off towards the backwards area of the store, he then stops, turning around to meet your gaze.

"...for the right price of course". He laughs bitterly as he continues on his way. Unsure of what to expect, you follow anyway, excitement beaming on your face at the anticipation of what you will soon find.

Greetings,

The main purpose of this post is to establish a thread where I will post some of my homebrew designed magical items for the FR campaigns that I run. Included in the inventory for this "shop" will be spells, magical items, wands, and the all important - wizards' staff.

I encourage all types of feedback, both postive and negative, comments, criticisms, and suggestions for improvement.

So let's begin...

25 L A T E S T R E P L I E S (Newest First)

Wooly Rupert

Posted - 11 May 2019 : 02:22:19

quote:Originally posted by LordXenophon

Fine enough sand can be used to make a mud pack or cast.

And this would not be the only magic item that could be so easily ruined. There's another one that loses it's magic if you ever take the last coin out of the bag.

I seem to recall that... But I don't like that one, either. I'd have an item fall inert for 24 hours long before I went the route of "oh, you did this totally logical thing? Well, too bad you didn't know that would break everything. STBY."

LordXenophon

Posted - 10 May 2019 : 21:32:47 Fine enough sand can be used to make a mud pack or cast.

And this would not be the only magic item that could be so easily ruined. There's another one that loses it's magic if you ever take the last coin out of the bag.

Wooly Rupert

Posted - 10 May 2019 : 03:48:52

quote:Originally posted by LordXenophon

Bag of Sand

This item looks like an ordinary, though well embroidered bag, containing about half a pound of fine-grain sand. However, no matter how many handfulls are taken from the bag, it always contains the same amount of sand. This sand is suitable for use as a spell component, clean enough for medical use and the right kind for glassmaking, but is too fine for use in cement. If the sand is ever poured from the bag or contaminated by putting other things in the bag, the enchantment will be lost.

I like this, except for the last line -- that's an awfully easy way to disenchant something.

And I'm curious about the medical uses of sand!

LordXenophon

Posted - 10 May 2019 : 00:32:34 Here's four more items I came up with for an Al Qadim campaign:

Flying Carpet of Salazar al Sabib

This small, ornate carpet doesn't make an especially good Flying Carpet. It carries only one person, moves no faster than an ordinary horse and you have to make wide turns to keep from falling off, but flying is not really its main purpose.

If a Wizard looks at the carpet after casting Read Magic, the true nature of the carpet is revealed in the twisty designs embroidered into it. Every stitch becomes a word. The carpet is Salazar's spellbook. It has become so slow and clumsy because he has weighed it down and stiffened it with so many extra stitches.

Salazar can also control his carpet from a distance. It comes when called and obeys his commands, even when another is riding it. Stealing this carpet would probably not be as much fun for the players as it would be for the DM.

Bag of Sand

This item looks like an ordinary, though well embroidered bag, containing about half a pound of fine-grain sand. However, no matter how many handfulls are taken from the bag, it always contains the same amount of sand. This sand is suitable for use as a spell component, clean enough for medical use and the right kind for glassmaking, but is too fine for use in cement. If the sand is ever poured from the bag or contaminated by putting other things in the bag, the enchantment will be lost.

Tent of Windwarding

This tent is completely immune to the ravages of the wind, including anything that may be picked up and hurled by the wind. All those inside the tent can enjoy this protection, so long as they keep the flaps closed. In other respects, it provides the same protection as an ordinary tent. Most such tents are large enough for six people.

Ring of Camel Summoning

When activated, this ring causes a camel to run up to the wearer, kneel and wait to be mounted. The camel does not seem to just appear magically, but comes running up from somewhere out of sight. It comes from around the corner, over the dune, out of a gulley, from behind the boulders, etc. It is always the same camel and it is always wearing the same saddle and tack. If slain, the camel and its equipment will vanish immediately, only to return, alive and uninjured, when the ring is again activated. The ring can be used up to three times per day.

LordofBones

Posted - 08 May 2019 : 06:39:03 Skimper, you do know that there's a format for posting spells, right?

Maybe you could try this thing that some people do: when receiving constructive criticism, they consider it and act on it accordingly, rather than issue a dismissive insult.

Thraskir Skimper

Posted - 05 May 2019 : 04:24:47 Definitely not change it. Must have left that part out. It doesn't effect intelligent beings. It can mask an aura from detection but not change the wizard.

Only a goody two shoes person would consider corruption to be a bad name for making something appear 'good' or that 'good' would be desirable.

Duration is 1 day per level.

Wooly Rupert

Posted - 04 May 2019 : 02:19:20 Corruption is a horrible name for an effect that can create positive, desirable outcomes.

Third level spells should not be able to change a person's alignment. Mask it, perhaps, for a limited time, but not change it.

Lastly, pick one: either the spell effects physical items, or it effects intangibles like alignment. Having it be an either-or thing is too powerful.

Thraskir Skimper

Posted - 03 May 2019 : 23:09:54 New Spell

3rd level Spell Arcane.

Corruption

Verbal and Somatic

Corruption is a spell with a focus, this may be a applied to an item or an area of effect, or even an aura.

Corruption causes such items to change into their opposite form. This isn't a negative only corruption as a dead flower bed can be turned into a live flower bed, a dying into a recovering or a healthy into an unhealthy. Likewise an Evil Wizards aura can be changed to that of Good or vice versa. True neutral can suddenly be switched to Chaotic Good or any other alignment. An Item such as a beverage can be made hot if cold or a worked metal unworked, sword would lose its temper or gain temper. A map can be scrabbled or a riddle solved. It won't create missing things so a puzzle with half the pieces won't be finished with all of them, rather just the half you have.

Each level past the base level allows a second item/aura/area to be affect

Area effected is 10x10x10 foot cube.

TBeholder

Posted - 17 Jan 2019 : 07:22:24 Speaking of the drow.Figurine of wondrous power ó Riding LizardThe trusty subterranean steed with a saddle. Variants include "hardy" (5HD+5, not encumbered by a single Medium sized rider) and smooth-moving (the rider can cast spells without difficulty while it walks at full speed, though not when it leaps).

TBeholder

Posted - 16 Jan 2019 : 14:06:43 Twilight ElixirThis concoction's original purpose was to counteract (or accelerate recovery from) "drying up" of innate magic for the drow who were out of Underdark too long. Mainly merchants, mercenaries and wizards with lucrative work on surface, as well as some members of Dark Dagger (still, many other Vhaerunites don't like any dependency on the outsiders or crave return of innate magic less than they are proud of ability to get by without it).For the drow whose magic is not depleted, it quickly recharges spell-like radiance/darkness abilities (including enhanced abilities, but not levitation, detection, etc). This also turned out to work well for most other creatures with light- or darkness- related innate magic (such as a tiefling with darkness or aasimar with light spell-like ability), though those with few and weak abilities tend to easily overdose from the first sip.Mild overdose may give extra uses of these abilities, but drinking more or losing control (mechanically, failing a Wis check penalized by amount of excess spell levels the quaff provides if recharging, or by time shaved off 24 period when recovering) usually causes faerie fire to spontaneously and uncontrollably manifest on the imbiber for a while; during this time drinking more elixir is useless and only extends the faerie fire duration, and using related abilities requires an effort to control, or they are likewise wasted.The exact source is little known (the persistent rumour says it's brewed on the plane of Radiance by the drow wizards who go there for a challenge as much as unique opportunities for experimentation); it's evidently produced in large quantities and stockpiled, so it's sold fairly cheap in Sshamath and (less cheap) by some drow merchants regularly working on surface.

LordofBones

Posted - 11 Jan 2019 : 02:03:00 "The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord."

Thraskir Skimper

Posted - 11 Jan 2019 : 00:04:33

quote:Originally posted by LordofBones

Gate does, in fact, work on Orcus. The catch is that he, and all unique entities, are under no compulsion to answer the caller.

"Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains." Planar Rulers like Orcus.

Although in other places it is more ambiguous.

LordofBones

Posted - 19 Dec 2018 : 11:40:06 Gate does, in fact, work on Orcus. The catch is that he, and all unique entities, are under no compulsion to answer the caller.

Thraskir Skimper

Posted - 09 Dec 2018 : 23:24:45 Gate doesn't work on Orcus.

LordofBones

Posted - 05 Dec 2018 : 13:39:23 It's a poor man's gate.

sleyvas

Posted - 04 Dec 2018 : 22:41:48

quote:Originally posted by Wooly Rupert

My personal thinking is that Orcus is way too prominent to be summoned by anything less than a 9th-level spell, and even that would be very, very iffy, at best.

I think Skimpy's spell is too simple to cast, but the effect of maybe getting his attention is more reasonable to me. I'd have it written into the spell, though, that getting the attention of Orcus may not be in the caster's best interest.

Lol, I'd go further and give a table of all the different types of undead he might turn you into.

Wooly Rupert

Posted - 04 Dec 2018 : 16:09:43 My personal thinking is that Orcus is way too prominent to be summoned by anything less than a 9th-level spell, and even that would be very, very iffy, at best.

I think Skimpy's spell is too simple to cast, but the effect of maybe getting his attention is more reasonable to me. I'd have it written into the spell, though, that getting the attention of Orcus may not be in the caster's best interest.

LordXenophon

Posted - 04 Dec 2018 : 13:04:38

quote:Originally posted by Thraskir Skimper

9th level spell

Orcus

This spell is a vocal only component that has the component of saying "Orcus"

When cast the spell has the effect of attracting the attention of Orcus. The chance of doing so is 1%. This chance can be increased by 1% for every 100 undead within 10000 feet of the caster.

Never more than 10%.

If the threshold is not achieved the spell is lost and nothing happens.

If the threshold is achieved one had better have something to give to Orcus. A whole bunch of undead a powerful item etc...

The spell doesn't summon or bind Orcus, it merely attracts his attention.

Casting the spell will move your alignment one point towards chaos and or evil, if all ready 0/0 Chaotic Evil it will grant you 1000 xp.

If Orcus responds you can use other magic upon him or bribe him with information etc...

You may be required to serve him or perform a duty.

Orcus is under no compulsion but if you present an opportunity might be favourable to you, up to your DM.

Lesser golem, 5th level spell.Components as per golemcasting time is 6 hours with a 1 hour break every 3 hours.

A black smith may be employed to help shape the Golem. The ingots and gold must be heated combined and the six parts of the spell cast every hour.

Golem will follow commands up to 20 words in length.

Spell is transformational in nature.

Thraskir Skimper

Posted - 04 Dec 2018 : 02:16:53 9th level spell

Orcus

This spell is a vocal only component that has the component of saying "Orcus"

When cast the spell has the effect of attracting the attention of Orcus. The chance of doing so is 1%. This chance can be increased by 1% for every 100 undead within 10000 feet of the caster.

Never more than 10%.

If the threshold is not achieved the spell is lost and nothing happens.

If the threshold is achieved one had better have something to give to Orcus. A whole bunch of undead a powerful item etc...

The spell doesn't summon or bind Orcus, it merely attracts his attention.

Casting the spell will move your alignment one point towards chaos and or evil, if all ready 0/0 Chaotic Evil it will grant you 1000 xp.

If Orcus responds you can use other magic upon him or bribe him with information etc...

You may be required to serve him or perform a duty.

Orcus is under no compulsion but if you present an opportunity might be favourable to you, up to your DM.

sleyvas

Posted - 24 Nov 2018 : 23:33:41 Lol, I like that idea of the soap bubble wand of sound storing (granted that cartoon is pretty goofy in its use). Perhaps this is a way to send messages that appear telepathically in the minds of those that the bubble bursts against, but with an extremely limited range and limited control over the bubble itself. Perhaps it requires concentration to guide the bubble to the end person. This would be highly useful for communication by say warriors working by moonlight in preparation for an ambush, and it could be a relatively cheap magic item if its uses were limited to something wherein when activated they work for like 10 minutes a day. Maybe the same message could be delivered by multiple bubbles in the same round.

Another effect of a more powerful soap bubble wand might cause sonic damage without it being heard by other individuals. One might also be able to surround oneself with a cloud of bubbles which disperses sonic damage by absorbing it and popping.

Posted - 29 Oct 2018 : 02:38:38 I don't play 5e, but I did notice that there was a dearth of iconic necromancy spells for the enterprising arcane necromancer. So here's a cheap conversion for everyone's favorite save or die.

A mournful wail rises in a 40 ft. radius spread from any point within range. Each creature within the area must make a Constitution saving throw. On failure, a creature drops to 0 hit points. On success, a creature takes 22 (5d8) points of psychic damage.

Thraskir Skimper

Posted - 10 Oct 2018 : 23:43:13 The Little House.

This is a Trap / magic item. It also makes a good prison.

The Little House is a door that leads to a treasure room. The door is locked but can be picked or knocked open. The door leads to a room with a hallway that ends in a chest it has 20 gold pieces around it it is locked and only opens with the key that is on the lock on the back of the door, the door opens inward and will stay open if let go of.

To remove the key the door needs to be closed.

Once the key is removed it can be used to open the chest and retrieve the treasure inside it.

The Chest contains 4,000 Gold pieces two large rubies 1,000 gpv and a small house with windows and a door. As long as the little house is in the chest nothing happens but if it is taken out it teleports away.

Somatic component is placing everything in the chest and then placing the extra coins around the chest. As the spell is cast one creates the room corridor and door. The gold key is used to exit the room. The door appears where the caster was standing either against a wall or in a corridor etc....

If the Little house teleports away it appears in the casters hand. The caster can look in and see those stuck in the room. If the gold is removed the key can lock the chest and open the door leading to the rest of the house. Looking out a window shows what is outside but one can't leave the house. Food appears in the kitchen pantry, water comes from the taps, the beds are comfortable. If a fire is started the house fills with smoke. The caster might even see smoke inside the house and if a window is opened smoke can leak out.

If all the gold and rubies are put back in the chest the coins stacked around the chest again and the chest locked with the key the key can open the door, the little house teleports back to the chest and the people in the little house can leave. If anything dangerous is on the other side of the door stepping out the door teleports you to a safe space 1d20 miles away. People usually figure it out in the end.